will2k Posted October 20, 2015 Author Report Posted October 20, 2015 To me this is one of those maps that feel familiar even the first time you see it!I guess that just speaks to a strong and well developed theme. I'm super digging the nostalgic feel! Glad to see this one back in development Agreed, the theme is frikkin amazing. Thank you for the encouraging comments I am staying as close and faithful as possible to the Half-Life/Opposing Force theme, without sacrificing CSGO gameplay (angles, readability, visibility, etc...).Fun fact: I've replayed "Blue Shift" last week to get additional inspiration jackophant 1 Quote
will2k Posted November 3, 2015 Author Report Posted November 3, 2015 (edited) More progress in beta1 Edited November 3, 2015 by will2k Fnugz, Deathy, mr.P and 6 others 9 Quote
jackophant Posted November 5, 2015 Report Posted November 5, 2015 that outside shot fills me with nostalgia will2k 1 Quote
will2k Posted November 5, 2015 Author Report Posted November 5, 2015 that outside shot fills me with nostalgia Half-Life's "Surface Tension" and Opposing Force's "Welcome to Black Mesa" chapters FTW jackophant 1 Quote
jackophant Posted November 5, 2015 Report Posted November 5, 2015 Half-Life's "Surface Tension" and Opposing Force's "Welcome to Black Mesa" chapters FTW Ok, you drive a hard bargain but I will play them this weekend! Opposing force was the first computer game I bought myself, from Toys'R'Us no less! xD will2k 1 Quote
will2k Posted November 5, 2015 Author Report Posted November 5, 2015 Ok, you drive a hard bargain but I will play them this weekend! Opposing force was the first computer game I bought myself, from Toys'R'Us no less! xD When I'm working on certain sections in the map, I get nostalgic and suddenly feel the urge to replay some sections in HL and OpFor, "strictly" for "inspiration" purposes Squad, mr.P and jackophant 3 Quote
will2k Posted November 10, 2015 Author Report Posted November 10, 2015 A glimpse of things to come clankill3r, jackophant, Shandy445 and 9 others 12 Quote
will2k Posted November 11, 2015 Author Report Posted November 11, 2015 It's so pretty!Thanks.Detailing is roughly at 25%; still quite a road ahead but progress is steady and stamina is high Quote
Logic Posted November 11, 2015 Report Posted November 11, 2015 Any current overview? All I could find was one from 2:nd May 2014 Theme looks very clean, which is always good! It really screams Black Mesa and/or an old fashioned Bond-villain base will2k and jackophant 2 Quote
jackophant Posted November 11, 2015 Report Posted November 11, 2015 Needs 100% more pinky rock faces will2k, Klems and El Moroes 3 Quote
will2k Posted November 11, 2015 Author Report Posted November 11, 2015 Any current overview? All I could find was one from 2:nd May 2014 Theme looks very clean, which is always good! It really screams Black Mesa and/or an old fashioned Bond-villain base Thank you . I'm trying my best to have visual fidelity and eye-candy while keeping visibility and player readability at a maximum.The layout you mentioned is indeed for alpha 1 version; the current beta layout is slightly different in mid and around both bombsites. Needs 100% more pinky rock faces Spot on, Jack These rocks are iconic for HL/Opfor and they are on my to do list since alpha1 version but they will be kept until later stages in detailing since 50% of them will be in the map while the other 50% will be in the 3D skybox. I even included them indoors like the "Lambda Bunker" level (https://www.mapcore.org/topic/17209-de_forlorn-wip/?do=findComment&comment=404898 4th screenshot-tunnel).At some point in development. I considered the idea to have the outdoors more European (white/grey rocks with pine trees and green hills) but finally decided against as players will most likely dissociate the map from the HL/Opfor theme. Quote
will2k Posted December 2, 2015 Author Report Posted December 2, 2015 (edited) Progress was a bit slow in the past 15 days;I was focusing my time and energy on writing and finishing the 2 technical articles about Source engine visleaves and PVS (https://www.mapcore.org/topic/17174-sharing-my-newly-released-paper-on-optimization-testing-in-source-engine/?do=findComment&comment=406742) Edited December 2, 2015 by will2k El Moroes, jackophant, Vaya and 1 other 4 Quote
will2k Posted December 4, 2015 Author Report Posted December 4, 2015 In another note, I was having a bit of an issue with the military radar on top of the rocks (screenshot in previous post). It's a func_brush (non-round resetting entity), therefore cannot be parented to a func_rotating (round resetting entity) in Counter-Strike round-based gameplay. The brush was immediately disappearing even at the start of round 1.I had to ditch entities parenting and resort to "logic_measure_movement" entity, and with a bit of tweaking, it's working like a charm. Bodd Jonar and El Moroes 2 Quote
UNREA1 Posted December 5, 2015 Report Posted December 5, 2015 This is looking so good each screenshot, makes me wanna lick the monitor. C: will2k 1 Quote
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